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In general, all such mechanics are a dramatic simplification of reality, and when doing such a procgen, you don't do such a from-scratch approach, because it's unfeasible. What you do instead is realize that you want a tidallocked world, then figure out the most important outcomes of it, then fiddle with your generation rules till you get something that looks mostly correct.

More likely than not, it's perfectly feasible in the nms engine, but the devs themselves haven't put much thought towards it.

Also see heredragonsabound; you can get really far with parameter fiddling.




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